Project Cars Force Feedback Help

Input Signals
The four front tire input signals are the component parts of the whole tire induced torque coming through the rack.
So if these are all scaled to the same thing (by convention 1.0), this is the same as straight rack torque.
The two rear tire signals are to enable the Seats of Pants concept. Neither of these go through rack geometry though, as there is no rear rack and steering wheel. 
These just go straight to the seat.
Finally, the G force signal is to enable the Gut physical simulation concept.
Tire Force
This is simply an overall multiplier on all of the input tire forces. Note that G forces, the input to Gut, are not scaled with this parameter. 
Note that the other FFB parameter in the Controller section is the same as the scaling in the driver.
Reducing that does not help saturation, it simply reduces force.
This is a multiplier on all of the front tire forces. This was added to allow the following four scale to default to 1, and be more intuitively like “weights”.
Individual scales on the components going through the spindle/rack. 
To get pure rack forces, leave these all at the same value. 1.0 is a convenient value for this, and use SpindleMasterScale to dial overall spindle force.
Individual smoothing on the components going through the spindle/rack. 
Typically Fx requires more smoothing than the others. 0.0 is no smoothing. 1.0 is normalized to “really smooth but still some useful signal”. 
Values above 1.0 are valid.
SpindleArm is the angle, in degrees, of the attachment of the tie rod to the spindle. 
Zero degrees means the tie rod is attached directly aft of the axis. 
That particular distance, how far aft, is not critical, because that just amounts to scale, which we adjust based on squeezing into the device range anyway. 
The angle though matters a lot in how the forces feel when the steering wheel is not straight.
90 degrees is then with the tie rod directly inboard of the axis, which physically would result in the inability to steer. 
Realistic values I'd guess are between 0 and 45..
Seat of Pants (Sop)
The basic idea of “Seat of Pants” (Sop) is to present information from what is happening at the rear of the car through force feedback. 
There are two physical forces that are used. 
The rear side loads and the rear vertical loads.
Overall scaling of Seat of Pants
Scaling of the rear side load effect.
Scaling of the rear vertical load effect, which is actually the difference between right and left vertical loads.
Smoothing of the Seat of Pants signal. 0.0 is no smoothing. 1.0 is normalized to “really smooth but still some useful signal”. 
Values above 1.0 are valid.
Relative Torque Adjust
The idea here is to present torque to the wheel based on the change in torque through time instead of as absolute torque. 
This means that with reasonable parameters, the wheel will never fully saturate. 
But unlike soft clipping (which can also prevent saturation), the high end torques do not get as heavily squeezed.
There is one side effect to tune out though, and that is the wheel losing center over time. If all
torque was completely via “Relative Torque Adjust”, centered torque would move around as the wheel goes through previously saturating torques. 
To prevent this, we use the bleed value to “bleed” absolute torque back into the mix.
This is the scaling on the amount of calculated torque change that is applied. 1.0 is the intuitively correct value. 0.0 turns this component off.
This is a time value for bleeding absolute torque back in. 1.0s is a good starting point.
This is the force to wheel value (so in the 0.0 to 1.0 range) where the non absolute running magnitude is clamped. 
This does not clamp the overall value, and torques can still go above this, but it does exert a strong clamping effect, 1.0 is a good starting point for this.
 Values greater than 1.0 can make sense if soft clipping is also used. 
Values less than 1.0 makes sense to give some headroom for spikes to be a little more symmetrical around the clamp.
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